Quote:
Originally Posted by Croco
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If your intention was to make me waste time looking through that huge patch list that doesn't have anything to do with clickies congrats you got me.
I'm not arguing that anything is or isn't of greater or lesser power I'm arguing that it literally doesn't matter. Our playbox is a server that is literally frozen in time. We know everything that was and wasn't happening at that time. It doesn't matter what the devs would or wouldn't have done if they'd had the chance or had more time to gauge what players were doing. All of that is completely irrelevant.
There is no guess work. No wondering how things will play out. We are literally time locked. Things are either classic, meaning they happened and were able to happen at that time, or they aren't. This isn't like how different supreme court justices interpret the constitution. There is no interpretation needed. Everything is known. All the knowledge exists. So changing something so that it works differently than it did during the classic era is by definition not classic.
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Than make your own time capsule server? But then you would have to include each and every single bug, otherwise it could be considered "selectively classic" as well. The bug that caused players zoning into Mistmoore to be pushed back out into Lfay until the previous player who zoned in before them moved. The bug that caused coin to be destroyed when players accidentally clicked the amount onto the banker instead of into the bank slot. The bug that removed
"auto-aim" from archery.
Most here are willing to accept a gray area that has the right feel, one they remember EverQuest gave. If you want black and white, absolute classic, good luck recreating that because the original developers were constantly making changes, even some that went without mention in the patch notes, and for good reason.
https://web.archive.org/web/20000511...ww.neriak.com/
Quote:
New Patch for 6-6-00 Explained by the EQ team [News] ·· 06-06-2000 at 12:32 PM ··
Risk and Reward
The concept of risk and reward is very important to the game of EverQuest. Ideally, situations that provide a greater reward should also provide substantial risk. Over the past several weeks, we've been identifying areas in game where risk and reward are at a disparity, and making necessary adjustments.
In most cases, those adjustments are in favor of increasing the reward for a specific action. For example, we recently increased the experience awarded in many Kunark zones to offset the sometimes-considerable risk associated with adventuring there. We also do this quite frequently by increasing the reward associated with a quest by enhancing the item, as we did last week with the Burning Rapier quest.
However, in some cases there are instances where reward is far in excess of the risk involved, and we will be correcting these issues like those above as we come across them. For example, there are many cases where a solitary and stationary outdoor creature has a "fast spawn", yielding the reward of fast experience-gain without the commensurate risk.
Though it is not our policy to announce changes to individual NPCs, we did want to let you know that you will see risk/reward disparities corrected over the next several weeks.
- The EverQuest Team
- Kenamael
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To you that might not matter, it might be completely irrelevant, but for others it is essential to what made the game fun/memorable and unlike countless other MMOs that followed it.